3 #include "../common/items/all.qc"
9 #include "bot/waypoints.qh"
11 #include "mutators/mutators_include.qh"
13 #include "weapons/common.qh"
14 #include "weapons/selection.qh"
15 #include "weapons/weaponsystem.qh"
17 #include "../common/constants.qh"
18 #include "../common/deathtypes.qh"
19 #include "../common/notifications.qh"
20 #include "../common/triggers/subs.qh"
21 #include "../common/util.qh"
23 #include "../common/monsters/all.qh"
25 #include "../common/weapons/all.qh"
27 #include "../warpzonelib/util_server.qh"
35 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
36 if(self.move_flags & FL_ONGROUND)
37 { // For some reason move_avelocity gets set to '0 0 0' here ...
38 self.oldorigin = self.origin;
41 if(autocvar_cl_animate_items)
42 { // ... so reset it if animations are requested.
43 if(self.ItemStatus & ITS_ANIMATE1)
44 self.move_avelocity = '0 180 0';
46 if(self.ItemStatus & ITS_ANIMATE2)
47 self.move_avelocity = '0 -90 0';
51 else if (autocvar_cl_animate_items)
53 if(self.ItemStatus & ITS_ANIMATE1)
55 self.angles += self.move_avelocity * frametime;
56 setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
59 if(self.ItemStatus & ITS_ANIMATE2)
61 self.angles += self.move_avelocity * frametime;
62 setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
71 Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
73 if(self.move_flags & FL_ONGROUND)
78 void ItemRead(float _IsNew)
84 self.origin_x = ReadCoord();
85 self.origin_y = ReadCoord();
86 self.origin_z = ReadCoord();
87 setorigin(self, self.origin);
88 self.oldorigin = self.origin;
93 self.angles_x = ReadCoord();
94 self.angles_y = ReadCoord();
95 self.angles_z = ReadCoord();
96 self.move_angles = self.angles;
101 self.mins_x = ReadCoord();
102 self.mins_y = ReadCoord();
103 self.mins_z = ReadCoord();
104 self.maxs_x = ReadCoord();
105 self.maxs_y = ReadCoord();
106 self.maxs_z = ReadCoord();
107 setsize(self, self.mins, self.maxs);
110 if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
112 self.ItemStatus = ReadByte();
114 if(self.ItemStatus & ITS_AVAILABLE)
117 self.colormod = self.glowmod = '1 1 1';
121 if (autocvar_cl_ghost_items_color)
123 self.alpha = autocvar_cl_ghost_items;
124 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
130 if(autocvar_cl_fullbright_items)
131 if(self.ItemStatus & ITS_ALLOWFB)
132 self.effects |= EF_FULLBRIGHT;
134 if(self.ItemStatus & ITS_STAYWEP)
136 self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
137 self.alpha = autocvar_cl_weapon_stay_alpha;
141 if(self.ItemStatus & ITS_POWERUP)
143 if(self.ItemStatus & ITS_AVAILABLE)
144 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
146 self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
152 self.drawmask = MASK_NORMAL;
153 self.movetype = MOVETYPE_TOSS;
154 self.draw = ItemDraw;
160 string _fn = ReadString();
162 if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
164 string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
165 self.draw = ItemDrawSimple;
169 if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
170 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
171 else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
172 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
173 else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
174 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
175 else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
176 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
179 self.draw = ItemDraw;
180 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
184 if(self.draw != ItemDrawSimple)
185 self.mdl = strzone(_fn);
189 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
191 precache_model(self.mdl);
192 setmodel(self, self.mdl);
195 if(sf & ISF_COLORMAP)
196 self.colormap = ReadShort();
201 //self.move_angles = '0 0 0';
202 self.move_movetype = MOVETYPE_TOSS;
203 self.move_velocity_x = ReadCoord();
204 self.move_velocity_y = ReadCoord();
205 self.move_velocity_z = ReadCoord();
206 self.velocity = self.move_velocity;
207 self.move_origin = self.oldorigin;
211 self.move_time = time;
212 self.spawntime = time;
215 self.move_time = max(self.move_time, time);
218 if(autocvar_cl_animate_items)
220 if(self.ItemStatus & ITS_ANIMATE1)
221 self.move_avelocity = '0 180 0';
223 if(self.ItemStatus & ITS_ANIMATE2)
224 self.move_avelocity = '0 -90 0';
231 bool ItemSend(entity to, int sf)
238 WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
239 WriteByte(MSG_ENTITY, sf);
241 //WriteByte(MSG_ENTITY, self.cnt);
242 if(sf & ISF_LOCATION)
244 WriteCoord(MSG_ENTITY, self.origin.x);
245 WriteCoord(MSG_ENTITY, self.origin.y);
246 WriteCoord(MSG_ENTITY, self.origin.z);
251 WriteCoord(MSG_ENTITY, self.angles.x);
252 WriteCoord(MSG_ENTITY, self.angles.y);
253 WriteCoord(MSG_ENTITY, self.angles.z);
258 WriteCoord(MSG_ENTITY, self.mins.x);
259 WriteCoord(MSG_ENTITY, self.mins.y);
260 WriteCoord(MSG_ENTITY, self.mins.z);
261 WriteCoord(MSG_ENTITY, self.maxs.x);
262 WriteCoord(MSG_ENTITY, self.maxs.y);
263 WriteCoord(MSG_ENTITY, self.maxs.z);
267 WriteByte(MSG_ENTITY, self.ItemStatus);
273 dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
275 WriteString(MSG_ENTITY, self.mdl);
279 if(sf & ISF_COLORMAP)
280 WriteShort(MSG_ENTITY, self.colormap);
284 WriteCoord(MSG_ENTITY, self.velocity.x);
285 WriteCoord(MSG_ENTITY, self.velocity.y);
286 WriteCoord(MSG_ENTITY, self.velocity.z);
292 void ItemUpdate(entity item)
294 item.SendFlags |= ISF_LOCATION;
297 float have_pickup_item(void)
299 if(self.flags & FL_POWERUP)
301 if(autocvar_g_powerups > 0)
303 if(autocvar_g_powerups == 0)
308 if(autocvar_g_pickup_items > 0)
310 if(autocvar_g_pickup_items == 0)
313 if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
320 float Item_Customize()
322 if(self.spawnshieldtime)
324 if(self.weapons & ~other.weapons)
326 self.colormod = '0 0 0';
327 self.glowmod = self.colormod;
328 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
335 self.colormod = stov(autocvar_g_ghost_items_color);
336 self.glowmod = self.colormod;
337 self.alpha = g_ghost_items;
346 void Item_Show (entity e, float mode)
348 e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
349 e.ItemStatus &= ~ITS_STAYWEP;
352 // make the item look normal, and be touchable
354 e.solid = SOLID_TRIGGER;
355 e.spawnshieldtime = 1;
356 e.ItemStatus |= ITS_AVAILABLE;
360 // hide the item completely
361 e.model = string_null;
363 e.spawnshieldtime = 1;
364 e.ItemStatus &= ~ITS_AVAILABLE;
366 else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
368 // make the item translucent and not touchable
370 e.solid = SOLID_TRIGGER; // can STILL be picked up!
371 e.effects |= EF_STARDUST;
372 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
373 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
377 //setmodel(e, "null");
379 e.colormod = '0 0 0';
380 e.glowmod = e.colormod;
381 e.spawnshieldtime = 1;
382 e.ItemStatus &= ~ITS_AVAILABLE;
385 if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
386 e.ItemStatus |= ITS_POWERUP;
388 if (autocvar_g_nodepthtestitems)
389 e.effects |= EF_NODEPTHTEST;
392 if (autocvar_g_fullbrightitems)
393 e.ItemStatus |= ITS_ALLOWFB;
395 if (autocvar_sv_simple_items)
396 e.ItemStatus |= ITS_ALLOWSI;
398 // relink entity (because solid may have changed)
399 setorigin(e, e.origin);
400 e.SendFlags |= ISF_STATUS;
405 self.nextthink = time;
406 if(self.origin != self.oldorigin)
408 self.oldorigin = self.origin;
413 bool Item_ItemsTime_Allow(entity e);
414 float Item_ItemsTime_UpdateTime(entity e, float t);
415 void Item_ItemsTime_SetTime(entity e, float t);
416 void Item_ItemsTime_SetTimesForAllPlayers();
418 void Item_Respawn (void)
422 if(self.items == ITEM_Strength.m_itemid)
423 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
424 else if(self.items == ITEM_Shield.m_itemid)
425 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
427 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
428 setorigin (self, self.origin);
430 if (Item_ItemsTime_Allow(self))
432 float t = Item_ItemsTime_UpdateTime(self, 0);
433 Item_ItemsTime_SetTime(self, t);
434 Item_ItemsTime_SetTimesForAllPlayers();
437 self.think = Item_Think;
438 self.nextthink = time;
440 //Send_Effect("item_respawn", self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
441 Send_Effect("item_respawn", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
444 void Item_RespawnCountdown (void)
446 if(self.count >= ITEM_RESPAWN_TICKS)
448 if(self.waypointsprite_attached)
449 WaypointSprite_Kill(self.waypointsprite_attached);
454 self.nextthink = time + 1;
458 MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
460 entity e = self.itemdef;
461 if (e) wpextra = e.m_id;
462 if (self.flags & FL_WEAPON) {
463 entity wi = get_weaponinfo(self.weapon);
464 if (wi) wpextra = wi.m_id;
466 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP);
467 wp.wp_extra = wpextra;
468 if(self.waypointsprite_attached)
470 if (self.items == IT_HEALTH || self.items == IT_ARMOR)
471 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
472 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
476 if(self.waypointsprite_attached)
480 self = self.waypointsprite_attached;
481 FOR_EACH_REALCLIENT(e)
482 if(self.waypointsprite_visible_for_player(e))
485 soundto(MSG_ONE, it, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
489 WaypointSprite_Ping(self.waypointsprite_attached);
490 //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
493 sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
497 void Item_RespawnThink()
499 self.nextthink = time;
500 if(self.origin != self.oldorigin)
502 self.oldorigin = self.origin;
506 if(time >= self.wait)
510 void Item_ScheduleRespawnIn(entity e, float t)
512 if (Item_ItemsTime_Allow(e))
514 e.think = Item_RespawnCountdown;
515 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
516 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
518 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
519 Item_ItemsTime_SetTime(e, t);
520 Item_ItemsTime_SetTimesForAllPlayers();
524 e.think = Item_RespawnThink;
526 e.scheduledrespawntime = time + t;
531 void Item_ScheduleRespawn(entity e)
533 if(e.respawntime > 0)
536 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
538 else // if respawntime is -1, this item does not respawn
542 void Item_ScheduleInitialRespawn(entity e)
545 Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
548 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
550 if (!item.(ammotype))
553 if (item.spawnshieldtime)
555 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
557 player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
561 else if(g_weapon_stay == 2)
563 float mi = min(item.(ammotype), ammomax);
564 if (player.(ammotype) < mi)
566 player.(ammotype) = mi;
577 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
579 case ITEM_MODE_HEALTH:
580 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
582 case ITEM_MODE_ARMOR:
583 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
591 float Item_GiveTo(entity item, entity player)
598 // if nothing happens to player, just return without taking the item
600 _switchweapon = false;
601 // in case the player has autoswitch enabled do the following:
602 // if the player is using their best weapon before items are given, they
603 // probably want to switch to an even better weapon after items are given
604 if (player.autoswitch)
605 if (player.switchweapon == w_getbestweapon(player))
606 _switchweapon = true;
608 if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
609 _switchweapon = true;
611 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
612 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
613 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
614 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
615 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
616 pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
617 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
618 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
620 if (item.flags & FL_WEAPON)
624 it &= ~player.weapons;
626 if (it || (item.spawnshieldtime && item.pickup_anyway))
629 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
630 if(it & WepSet_FromWeapon(i))
632 W_DropEvent(WR_PICKUP, player, i, item);
633 W_GiveWeapon(player, i);
638 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
642 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
645 if (item.strength_finished)
648 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
650 if (item.invincible_finished)
653 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
655 if (item.superweapons_finished)
658 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
663 // always eat teamed entities
671 if (player.switchweapon != w_getbestweapon(player))
672 W_SwitchWeapon_Force(player, w_getbestweapon(player));
677 void Item_Touch (void)
681 // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
682 if(self.classname == "droppedweapon")
684 if (ITEM_TOUCH_NEEDKILL())
691 if (!IS_PLAYER(other))
697 if (self.solid != SOLID_TRIGGER)
699 if (self.owner == other)
701 if (time < self.item_spawnshieldtime)
704 switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
706 case MUT_ITEMTOUCH_RETURN: { return; }
707 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
710 if (self.classname == "droppedweapon")
712 self.strength_finished = max(0, self.strength_finished - time);
713 self.invincible_finished = max(0, self.invincible_finished - time);
714 self.superweapons_finished = max(0, self.superweapons_finished - time);
716 entity it = self.itemdef;
717 bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
720 if (self.classname == "droppedweapon")
722 // undo what we did above
723 self.strength_finished += time;
724 self.invincible_finished += time;
725 self.superweapons_finished += time;
732 other.last_pickup = time;
734 Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
735 sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
737 if (self.classname == "droppedweapon")
739 else if (self.spawnshieldtime)
743 RandomSelection_Init();
744 for(head = world; (head = findfloat(head, team, self.team)); )
746 if(head.flags & FL_ITEM)
749 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
752 e = RandomSelection_chosen_ent;
757 Item_ScheduleRespawn(e);
763 Item_Show(self, !self.state);
764 setorigin (self, self.origin);
766 if(self.classname != "droppedweapon")
768 self.think = Item_Think;
769 self.nextthink = time;
771 if(self.waypointsprite_attached)
772 WaypointSprite_Kill(self.waypointsprite_attached);
774 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
775 Item_ScheduleInitialRespawn(self);
783 if(self.effects & EF_NODRAW)
785 // marker for item team search
786 dprint("Initializing item team ", ftos(self.team), "\n");
787 RandomSelection_Init();
788 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
789 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
790 e = RandomSelection_chosen_ent;
794 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
798 // make it a non-spawned item
800 head.state = 1; // state 1 = initially hidden item
802 head.effects &= ~EF_NODRAW;
809 // Savage: used for item garbage-collection
810 // TODO: perhaps nice special effect?
811 void RemoveItem(void)
813 Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
817 // pickup evaluation functions
818 // these functions decide how desirable an item is to the bots
820 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
822 float weapon_pickupevalfunc(entity player, entity item)
826 // See if I have it already
827 if(item.weapons & ~player.weapons)
829 // If I can pick it up
830 if(!item.spawnshieldtime)
832 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
834 // Skilled bots will grab more
835 c = bound(0, skill / 10, 1) * 0.5;
843 // If custom weapon priorities for bots is enabled rate most wanted weapons higher
844 if( bot_custom_weapon && c )
846 // Find the highest position on any range
848 for (int j = 0; j < WEP_LAST ; ++j){
850 bot_weapons_far[j] == item.weapon ||
851 bot_weapons_mid[j] == item.weapon ||
852 bot_weapons_close[j] == item.weapon
863 position = WEP_LAST - position;
864 // item.bot_pickupbasevalue is overwritten here
865 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
869 return item.bot_pickupbasevalue * c;
872 float commodity_pickupevalfunc(entity player, entity item)
875 float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
879 // Detect needed ammo
880 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
882 wi = get_weaponinfo(i);
884 if (!(player.weapons & WepSet_FromWeapon(i)))
887 if(wi.items & ITEM_Shells.m_itemid)
889 else if(wi.items & ITEM_Bullets.m_itemid)
891 else if(wi.items & ITEM_Rockets.m_itemid)
893 else if(wi.items & ITEM_Cells.m_itemid)
895 else if(wi.items & ITEM_Plasma.m_itemid)
897 else if(wi.items & ITEM_JetpackFuel.m_itemid)
901 // TODO: figure out if the player even has the weapon this ammo is for?
902 // may not affect strategy much though...
903 // find out how much more ammo/armor/health the player can hold
905 if (item.ammo_shells)
906 if (player.ammo_shells < g_pickup_shells_max)
907 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
910 if (player.ammo_nails < g_pickup_nails_max)
911 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
913 if (item.ammo_rockets)
914 if (player.ammo_rockets < g_pickup_rockets_max)
915 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
918 if (player.ammo_cells < g_pickup_cells_max)
919 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
921 if (item.ammo_plasma)
922 if (player.ammo_plasma < g_pickup_plasma_max)
923 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
926 if (player.ammo_fuel < g_pickup_fuel_max)
927 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
929 if (player.armorvalue < item.max_armorvalue)
930 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
932 if (player.health < item.max_health)
933 c = c + max(0, 1 - player.health / item.max_health);
935 return item.bot_pickupbasevalue * c;
938 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
940 if(ITEM_DAMAGE_NEEDKILL(deathtype))
944 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
946 startitem_failed = false;
949 self.model = itemmodel;
953 error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
957 if(self.item_pickupsound == "")
958 self.item_pickupsound = pickupsound;
960 if(!self.respawntime) // both need to be set
962 self.respawntime = defaultrespawntime;
963 self.respawntimejitter = defaultrespawntimejitter;
967 self.weapon = weaponid;
970 self.weapons = WepSet_FromWeapon(weaponid);
972 self.flags = FL_ITEM | itemflags;
974 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
976 startitem_failed = true;
981 // is it a dropped weapon?
982 if (self.classname == "droppedweapon")
984 self.reset = SUB_Remove;
985 // it's a dropped weapon
986 self.movetype = MOVETYPE_TOSS;
988 // Savage: remove thrown items after a certain period of time ("garbage collection")
989 self.think = RemoveItem;
990 self.nextthink = time + 20;
992 self.takedamage = DAMAGE_YES;
993 self.event_damage = Item_Damage;
995 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
998 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
999 if(self.ammo_nails == 0)
1000 if(self.ammo_cells == 0)
1001 if(self.ammo_rockets == 0)
1002 if(self.ammo_shells == 0)
1003 if(self.ammo_fuel == 0)
1004 if(self.health == 0)
1005 if(self.armorvalue == 0)
1008 // if item is worthless after a timer, have it expire then
1009 self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1012 // don't drop if in a NODROP zone (such as lava)
1013 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1014 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1016 startitem_failed = true;
1023 if(!have_pickup_item())
1025 startitem_failed = true;
1030 self.reset = Item_Reset;
1031 // it's a level item
1032 if(self.spawnflags & 1)
1035 self.movetype = MOVETYPE_NONE;
1037 self.movetype = MOVETYPE_TOSS;
1038 // do item filtering according to game mode and other things
1041 // first nudge it off the floor a little bit to avoid math errors
1042 setorigin(self, self.origin + '0 0 1');
1043 // set item size before we spawn a spawnfunc_waypoint
1044 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1045 setsize (self, '-16 -16 0', '16 16 48');
1047 setsize (self, '-16 -16 0', '16 16 32');
1049 // note droptofloor returns false if stuck/or would fall too far
1051 waypoint_spawnforitem(self);
1055 * can't do it that way, as it would break maps
1056 * TODO make a target_give like entity another way, that perhaps has
1057 * the weapon name in a key
1060 // target_give not yet supported; maybe later
1061 print("removed targeted ", self.classname, "\n");
1062 startitem_failed = true;
1068 if(autocvar_spawn_debug >= 2)
1071 for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1073 // why not flags & fl_item?
1074 if(otheritem.is_item)
1076 dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1077 dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1078 error("Mapper sucks.");
1081 self.is_item = true;
1084 weaponsInMap |= WepSet_FromWeapon(weaponid);
1086 precache_model (self.model);
1087 precache_sound (self.item_pickupsound);
1089 precache_sound ("misc/itemrespawncountdown.wav");
1090 if(itemid == ITEM_Strength.m_itemid)
1091 precache_sound ("misc/strength_respawn.wav");
1092 else if(itemid == ITEM_Shield.m_itemid)
1093 precache_sound ("misc/shield_respawn.wav");
1095 precache_sound ("misc/itemrespawn.wav");
1097 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1098 self.target = "###item###"; // for finding the nearest item using find()
1100 Item_ItemsTime_SetTime(self, 0);
1103 self.bot_pickup = true;
1104 self.bot_pickupevalfunc = pickupevalfunc;
1105 self.bot_pickupbasevalue = pickupbasevalue;
1106 self.mdl = self.model;
1107 self.netname = itemname;
1108 self.touch = Item_Touch;
1109 setmodel(self, "null"); // precision set below
1110 //self.effects |= EF_LOWPRECISION;
1112 if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1114 self.pos1 = '-16 -16 0';
1115 self.pos2 = '16 16 48';
1119 self.pos1 = '-16 -16 0';
1120 self.pos2 = '16 16 32';
1122 setsize (self, self.pos1, self.pos2);
1124 if(itemflags & FL_POWERUP)
1125 self.ItemStatus |= ITS_ANIMATE1;
1127 if(self.armorvalue || self.health)
1128 self.ItemStatus |= ITS_ANIMATE2;
1130 if(itemflags & FL_WEAPON)
1132 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1133 self.colormap = 1024; // color shirt=0 pants=0 grey
1137 self.ItemStatus |= ITS_ANIMATE1;
1138 self.ItemStatus |= ISF_COLORMAP;
1142 if(self.team) // broken, no idea why.
1145 self.cnt = 1; // item probability weight
1147 self.effects |= EF_NODRAW; // marker for item team search
1148 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1153 Net_LinkEntity(self, false, 0, ItemSend);
1155 self.SendFlags |= ISF_SIZE;
1157 self.SendFlags |= ISF_ANGLES;
1159 // call this hook after everything else has been done
1160 if(MUTATOR_CALLHOOK(Item_Spawn, self))
1162 startitem_failed = true;
1168 void StartItemA (entity a)
1171 StartItem(a.m_model, a.m_sound, a.m_respawntime(), a.m_respawntimejitter(), a.m_name, a.m_itemid, 0, a.m_itemflags, a.m_pickupevalfunc, a.m_botvalue);
1174 void spawnfunc_item_rockets (void) {
1175 if(!self.ammo_rockets)
1176 self.ammo_rockets = g_pickup_rockets;
1177 if(!self.pickup_anyway)
1178 self.pickup_anyway = g_pickup_ammo_anyway;
1179 StartItemA (ITEM_Rockets);
1182 void spawnfunc_item_bullets (void) {
1184 if(autocvar_sv_q3acompat_machineshotgunswap)
1185 if(self.classname != "droppedweapon")
1187 weaponswapping = true;
1188 spawnfunc_item_shells();
1189 weaponswapping = false;
1193 if(!self.ammo_nails)
1194 self.ammo_nails = g_pickup_nails;
1195 if(!self.pickup_anyway)
1196 self.pickup_anyway = g_pickup_ammo_anyway;
1197 StartItemA (ITEM_Bullets);
1200 void spawnfunc_item_cells (void) {
1201 if(!self.ammo_cells)
1202 self.ammo_cells = g_pickup_cells;
1203 if(!self.pickup_anyway)
1204 self.pickup_anyway = g_pickup_ammo_anyway;
1205 StartItemA (ITEM_Cells);
1208 void spawnfunc_item_plasma()
1210 if(!self.ammo_plasma)
1211 self.ammo_plasma = g_pickup_plasma;
1212 if(!self.pickup_anyway)
1213 self.pickup_anyway = g_pickup_ammo_anyway;
1214 StartItemA (ITEM_Plasma);
1217 void spawnfunc_item_shells (void) {
1219 if(autocvar_sv_q3acompat_machineshotgunswap)
1220 if(self.classname != "droppedweapon")
1222 weaponswapping = true;
1223 spawnfunc_item_bullets();
1224 weaponswapping = false;
1228 if(!self.ammo_shells)
1229 self.ammo_shells = g_pickup_shells;
1230 if(!self.pickup_anyway)
1231 self.pickup_anyway = g_pickup_ammo_anyway;
1232 StartItemA (ITEM_Shells);
1235 void spawnfunc_item_armor_small (void) {
1236 if(!self.armorvalue)
1237 self.armorvalue = g_pickup_armorsmall;
1238 if(!self.max_armorvalue)
1239 self.max_armorvalue = g_pickup_armorsmall_max;
1240 if(!self.pickup_anyway)
1241 self.pickup_anyway = g_pickup_armorsmall_anyway;
1242 StartItemA (ITEM_ArmorSmall);
1245 void spawnfunc_item_armor_medium (void) {
1246 if(!self.armorvalue)
1247 self.armorvalue = g_pickup_armormedium;
1248 if(!self.max_armorvalue)
1249 self.max_armorvalue = g_pickup_armormedium_max;
1250 if(!self.pickup_anyway)
1251 self.pickup_anyway = g_pickup_armormedium_anyway;
1252 StartItemA (ITEM_ArmorMedium);
1255 void spawnfunc_item_armor_big (void) {
1256 if(!self.armorvalue)
1257 self.armorvalue = g_pickup_armorbig;
1258 if(!self.max_armorvalue)
1259 self.max_armorvalue = g_pickup_armorbig_max;
1260 if(!self.pickup_anyway)
1261 self.pickup_anyway = g_pickup_armorbig_anyway;
1262 StartItemA (ITEM_ArmorLarge);
1265 void spawnfunc_item_armor_large (void) {
1266 if(!self.armorvalue)
1267 self.armorvalue = g_pickup_armorlarge;
1268 if(!self.max_armorvalue)
1269 self.max_armorvalue = g_pickup_armorlarge_max;
1270 if(!self.pickup_anyway)
1271 self.pickup_anyway = g_pickup_armorlarge_anyway;
1272 StartItemA (ITEM_ArmorMega);
1275 void spawnfunc_item_health_small (void) {
1276 if(!self.max_health)
1277 self.max_health = g_pickup_healthsmall_max;
1279 self.health = g_pickup_healthsmall;
1280 if(!self.pickup_anyway)
1281 self.pickup_anyway = g_pickup_healthsmall_anyway;
1282 StartItemA (ITEM_HealthSmall);
1285 void spawnfunc_item_health_medium (void) {
1286 if(!self.max_health)
1287 self.max_health = g_pickup_healthmedium_max;
1289 self.health = g_pickup_healthmedium;
1290 if(!self.pickup_anyway)
1291 self.pickup_anyway = g_pickup_healthmedium_anyway;
1292 StartItemA (ITEM_HealthMedium);
1295 void spawnfunc_item_health_large (void) {
1296 if(!self.max_health)
1297 self.max_health = g_pickup_healthlarge_max;
1299 self.health = g_pickup_healthlarge;
1300 if(!self.pickup_anyway)
1301 self.pickup_anyway = g_pickup_healthlarge_anyway;
1302 StartItemA (ITEM_HealthLarge);
1305 void spawnfunc_item_health_mega (void) {
1306 if(!self.max_health)
1307 self.max_health = g_pickup_healthmega_max;
1309 self.health = g_pickup_healthmega;
1310 if(!self.pickup_anyway)
1311 self.pickup_anyway = g_pickup_healthmega_anyway;
1312 StartItemA (ITEM_HealthMega);
1315 // support old misnamed entities
1316 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); } // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1317 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1318 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1319 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1320 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1322 void spawnfunc_item_strength (void) {
1323 precache_sound("weapons/strength_fire.wav");
1324 if(!self.strength_finished)
1325 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1326 StartItemA (ITEM_Strength);
1329 void spawnfunc_item_invincible (void) {
1330 if(!self.invincible_finished)
1331 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1332 StartItemA (ITEM_Shield);
1336 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1338 void target_items_use (void)
1340 if(activator.classname == "droppedweapon")
1347 if (!IS_PLAYER(activator))
1349 if(activator.deadflag != DEAD_NO)
1354 for(e = world; (e = find(e, classname, "droppedweapon")); )
1355 if(e.enemy == activator)
1358 if(GiveItems(activator, 0, tokenize_console(self.netname)))
1359 centerprint(activator, self.message);
1362 void spawnfunc_target_items (void)
1368 self.use = target_items_use;
1369 if(!self.strength_finished)
1370 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1371 if(!self.invincible_finished)
1372 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1373 if(!self.superweapons_finished)
1374 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1376 precache_sound("misc/itempickup.wav");
1377 precache_sound("misc/megahealth.wav");
1378 precache_sound("misc/armor25.wav");
1379 precache_sound("misc/powerup.wav");
1380 precache_sound("misc/poweroff.wav");
1381 precache_sound("weapons/weaponpickup.wav");
1383 n = tokenize_console(self.netname);
1384 if(argv(0) == "give")
1386 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1390 for(i = 0; i < n; ++i)
1392 if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1393 else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
1394 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1395 else if(argv(i) == "strength") self.items |= ITEM_Strength.m_itemid;
1396 else if(argv(i) == "invincible") self.items |= ITEM_Shield.m_itemid;
1397 else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
1398 else if(argv(i) == "jetpack") self.items |= ITEM_Jetpack.m_itemid;
1399 else if(argv(i) == "fuel_regen") self.items |= ITEM_JetpackRegen.m_itemid;
1402 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1404 e = get_weaponinfo(j);
1405 s = W_UndeprecateName(argv(i));
1408 self.weapons |= WepSet_FromWeapon(j);
1409 if(self.spawnflags == 0 || self.spawnflags == 2)
1410 WEP_ACTION(e.weapon, WR_INIT);
1415 print("target_items: invalid item ", argv(i), "\n");
1419 string itemprefix, valueprefix;
1420 if(self.spawnflags == 0)
1425 else if(self.spawnflags == 1)
1427 itemprefix = "max ";
1428 valueprefix = "max ";
1430 else if(self.spawnflags == 2)
1432 itemprefix = "min ";
1433 valueprefix = "min ";
1435 else if(self.spawnflags == 4)
1437 itemprefix = "minus ";
1438 valueprefix = "max ";
1442 error("invalid spawnflags");
1443 itemprefix = valueprefix = string_null;
1447 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1448 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1449 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1450 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1451 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1452 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1453 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1454 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1455 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1456 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1457 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1458 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1459 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1460 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1461 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1462 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1464 e = get_weaponinfo(j);
1466 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1469 self.netname = strzone(self.netname);
1470 //print(self.netname, "\n");
1472 n = tokenize_console(self.netname);
1473 for(i = 0; i < n; ++i)
1475 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1477 e = get_weaponinfo(j);
1478 if(argv(i) == e.netname)
1480 WEP_ACTION(e.weapon, WR_INIT);
1487 void spawnfunc_item_fuel(void)
1490 self.ammo_fuel = g_pickup_fuel;
1491 if(!self.pickup_anyway)
1492 self.pickup_anyway = g_pickup_ammo_anyway;
1493 StartItemA (ITEM_JetpackFuel);
1496 void spawnfunc_item_fuel_regen(void)
1498 if(start_items & ITEM_JetpackRegen.m_itemid)
1500 spawnfunc_item_fuel();
1503 StartItemA (ITEM_JetpackRegen);
1506 void spawnfunc_item_jetpack(void)
1509 self.ammo_fuel = g_pickup_fuel_jetpack;
1510 if(start_items & ITEM_Jetpack.m_itemid)
1512 spawnfunc_item_fuel();
1515 StartItemA (ITEM_Jetpack);
1518 float GiveWeapon(entity e, float wpn, float op, float val)
1521 v0 = (e.weapons & WepSet_FromWeapon(wpn));
1526 e.weapons |= WepSet_FromWeapon(wpn);
1528 e.weapons &= ~WepSet_FromWeapon(wpn);
1533 e.weapons |= WepSet_FromWeapon(wpn);
1537 e.weapons &= ~WepSet_FromWeapon(wpn);
1541 e.weapons &= ~WepSet_FromWeapon(wpn);
1544 v1 = (e.weapons & WepSet_FromWeapon(wpn));
1548 float GiveBit(entity e, .float fld, float bit, float op, float val)
1551 v0 = (e.(fld) & bit);
1574 v1 = (e.(fld) & bit);
1578 float GiveValue(entity e, .float fld, float op, float val)
1588 e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1591 e.(fld) = min(e.(fld), val);
1604 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1611 sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1613 else if(v0 >= v0 + t)
1616 sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1620 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1623 e.(rotfield) = max(e.(rotfield), time + rottime);
1625 e.(regenfield) = max(e.(regenfield), time + regentime);
1627 float GiveItems(entity e, float beginarg, float endarg)
1629 float got, i, j, val, op;
1630 float _switchweapon;
1639 _switchweapon = false;
1641 if (e.switchweapon == w_getbestweapon(e))
1642 _switchweapon = true;
1644 e.strength_finished = max(0, e.strength_finished - time);
1645 e.invincible_finished = max(0, e.invincible_finished - time);
1646 e.superweapons_finished = max(0, e.superweapons_finished - time);
1650 PREGIVE(e, strength_finished);
1651 PREGIVE(e, invincible_finished);
1652 PREGIVE(e, superweapons_finished);
1653 PREGIVE(e, ammo_nails);
1654 PREGIVE(e, ammo_cells);
1655 PREGIVE(e, ammo_plasma);
1656 PREGIVE(e, ammo_shells);
1657 PREGIVE(e, ammo_rockets);
1658 PREGIVE(e, ammo_fuel);
1659 PREGIVE(e, armorvalue);
1662 for(i = beginarg; i < endarg; ++i)
1666 if(cmd == "0" || stof(cmd))
1690 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1691 got += GiveValue(e, strength_finished, op, val);
1692 got += GiveValue(e, invincible_finished, op, val);
1693 got += GiveValue(e, superweapons_finished, op, val);
1694 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1696 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1697 got += GiveValue(e, health, op, val);
1698 got += GiveValue(e, armorvalue, op, val);
1700 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1702 wi = get_weaponinfo(j);
1704 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1705 got += GiveWeapon(e, j, op, val);
1708 got += GiveValue(e, ammo_cells, op, val);
1709 got += GiveValue(e, ammo_plasma, op, val);
1710 got += GiveValue(e, ammo_shells, op, val);
1711 got += GiveValue(e, ammo_nails, op, val);
1712 got += GiveValue(e, ammo_rockets, op, val);
1713 got += GiveValue(e, ammo_fuel, op, val);
1715 case "unlimited_ammo":
1716 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1718 case "unlimited_weapon_ammo":
1719 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1721 case "unlimited_superweapons":
1722 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1725 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1728 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1731 got += GiveValue(e, strength_finished, op, val);
1734 got += GiveValue(e, invincible_finished, op, val);
1736 case "superweapons":
1737 got += GiveValue(e, superweapons_finished, op, val);
1740 got += GiveValue(e, ammo_cells, op, val);
1743 got += GiveValue(e, ammo_plasma, op, val);
1746 got += GiveValue(e, ammo_shells, op, val);
1750 got += GiveValue(e, ammo_nails, op, val);
1753 got += GiveValue(e, ammo_rockets, op, val);
1756 got += GiveValue(e, health, op, val);
1759 got += GiveValue(e, armorvalue, op, val);
1762 got += GiveValue(e, ammo_fuel, op, val);
1765 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1767 wi = get_weaponinfo(j);
1768 if(cmd == wi.netname)
1770 got += GiveWeapon(e, j, op, val);
1775 print("give: invalid item ", cmd, "\n");
1782 POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
1783 POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1784 POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1785 POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
1786 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1788 wi = get_weaponinfo(j);
1791 POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1792 if (!(save_weapons & WepSet_FromWeapon(j)))
1793 if(e.weapons & WepSet_FromWeapon(j))
1794 WEP_ACTION(wi.weapon, WR_INIT);
1797 POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1798 POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1799 POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1800 POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1801 POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1802 POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1803 POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1804 POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
1805 POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
1806 POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
1808 if(e.superweapons_finished <= 0)
1809 if(self.weapons & WEPSET_SUPERWEAPONS)
1810 e.superweapons_finished = autocvar_g_balance_superweapons_time;
1812 if(e.strength_finished <= 0)
1813 e.strength_finished = 0;
1815 e.strength_finished += time;
1816 if(e.invincible_finished <= 0)
1817 e.invincible_finished = 0;
1819 e.invincible_finished += time;
1820 if(e.superweapons_finished <= 0)
1821 e.superweapons_finished = 0;
1823 e.superweapons_finished += time;
1825 if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1826 _switchweapon = true;
1828 W_SwitchWeapon_Force(e, w_getbestweapon(e));